











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 27 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Farhu the shalore at level 5 on the 1st Summertide 122nd year of Ascendancy at 16:16 0 / 7Killed by skeleton mage at level 7 on the 9th Flare 122nd year of Ascendancy at 01:54 Killed by Yvurina the sandworm at level 18 on the 3rd Haze 122nd year of Ascendancy at 10:57 Killed by Ce'Nama the heavy bone giant at level 22 on the 20th Haze 122nd year of Ascendancy at 04:58 Killed by Zubetira the rotting mummy at level 23 on the 47th Haze 122nd year of Ascendancy at 04:48 Killed by Zubimira the brown bear at level 27 on the 16th Regrowth 123rd year of Ascendancy at 20:07 Killed by Neruvena the warg at level 27 on the 16th Regrowth 123rd year of Ascendancy at 22:43 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 69 (base 50) |
| Constitution | 23 (base 11) |
| Magic | 100 (base 58) |
| Willpower | 51 (base 12) |
| Cunning | 22 (base 10) |
Resources
| Life | -65/661 |
| Paradox | 289 |
| Healing Factor | 1.2099022211822 |
| Regeneration | 0.30247555529554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 20.979249711821 |
| See Invisible | 20.979249711821 |
Offense: Mainhand
| Damage | 213 |
| Accuracy | 53 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 53 |
| Crit Chance | 22% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +20% |
| Darkness | +18% |
| Light | +21% |
| Temporal | +18% |
| Nature | +3% |
| Arcane | +7% |
| Acid | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +5% |
| Physical | +7% |
| Fire | +14% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 24 (57.155997060385%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 43 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 28%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 43%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost warrior from death by minotaur. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 237. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed pouch of luminous horror dust. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | [vs. Venompeal (0 def, 1 armour) (On feet)]Venompeal (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Changes stats: +2(-) Dex / +4(-) Mag / +3(-) Cun / +3(-) Con Changes resistances: +3%(-) nature Changes damage: +3%(-) nature Maximum encumbrance: +21 (-) Physical save: +5 (+2 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Polobeth (10 def, 4 armour) (On head)]Polobeth (10 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +25 (+7 eff.) (-) Armour: +4 (-) Defense: +10 (+3 eff.) (-) Fatigue: +4% (-) Changes stats: +2(-) Str / +3(-) Dex / +3(-) Wil / +4(-) Cun Disarm immunity: +10% (-) Maximum stamina: +30.00 (-) Mindpower: +4 (+2 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. spellstreaming voratun gauntlets of spellstriking (0 def, 3 armour) (On hands)]spellstreaming voratun gauntlets of spellstriking (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 10(-) arcane Changes stats: +5(-) Mag / +6(-) Wil Changes resistances: +6%(-) arcane Changes damage: +7%(-) arcane Mana each turn: +0.32 (-) Spellpower: +21 (+7 eff.) (-) Spell crit. chance: +4% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Telekinetic Core (Tool)]Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+7 eff.) (-) Mindpower: +3 (+2 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 67 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. Sleetterror the gold ring (On fingers, 1 of 2)]Sleetterror the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Armour: +10 (-) Defense: +5 (+1 eff.) (-) Changes stats: +5(-) Dex Changes resistances: +12%(-) cold / +6%(-) fire Disease immunity: +10% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Sleetterror the gold ring (On fingers, 1 of 2)]marksman's steel ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) (-2 (-1 eff.)) Armour: +0 (-10) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Damage (Melee): 13 light Damage (Ranged): 13 light Changes stats: +4(-1) Dex / +3 Mag Changes resistances: +0%(-12%) cold / +0%(-6%) fire Changes damage: +11% light Disease immunity: +0% (-10%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Layyba the gold amulet (Around neck)]Layyba the gold amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7(-) Mag Changes resistances: +15%(-) acid Changes damage: +9%(-) acid Spell save: +18 (+7 eff.) (-) Mana when firing critical spell: +2.00 (-) Vim when firing critical spell: +2.00 (-) Spell crit. chance: +3% (-) Amulets make your neck look great! |
| In main hand | [vs. voratun mace 'Chargequell' (56-78 power, 6 apr) (In main hand, 1 of 2)]voratun mace 'Chargequell' (56-78 power, 6 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (radius 2) on crit: +38(-) fire When wielded/worn: Changes stats: +6(-) Con / +14(-) Wil Changes resistances penetration: +15%(-) lightning / +14%(-) fire Changes damage: +18%(-) temporal Maximum life: +91.00 (-) Global speed: +9% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) Blunt and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Layaleth the rough leather belt (Around waist)]Layaleth the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) (-) Changes stats: +4(-) Dex / +9(-) Mag Reduces incoming crit damage: 15.00% (-) Stealth bonus: +7 (-) Infravision radius: +2 (-) A belt that goes around your waist. |
| In off hand | [vs. voratun mace 'Chargequell' (56-78 power, 6 apr) (In main hand, 1 of 3)]Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-30.5 - -45.2) Uses stats: 50% Dex, 115% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+4) Crit. chance: +9.0% (+6.0%) Attack speed: 100% (-) On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage (radius 2) on crit: +0(-38) fire Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Mag / +0(-14) Wil / +4 Cun / +0(-6) Con Changes resistances: +10% darkness Changes resistances penetration: +0%(-15%) lightning / +0%(-14%) fire / +10% darkness Changes damage: +5% darkness / +0%(-18%) temporal Stealth bonus: +10 Maximum life: +0.00 (-91.00) Global speed: +0% (-9%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 151.18 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak 'Hellstreaker' (1 def, 6 armour) (Cloak)]linen cloak 'Hellstreaker' (1 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +6 (-) Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Mag / +2(-) Wil / +3(-) Con Changes resistances: +9%(-) fire Changes resistances penetration: +5%(-) acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Nadar (0 def, 0 armour) (Main armor)]Nadar (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6(-) Mag / +6(-) Wil Changes resistances: +9%(-) darkness / +6%(-) nature / +11%(-) all Changes resistances penetration: +10%(-) darkness / +7%(-) physical Changes damage: +13%(-) darkness / +14%(-) physical Mental save: +22 (+11 eff.) (-) Knockback immunity: +20% (-) Mana each turn: +0.17 (-) Psi each turn: +0.16 (-) Maximum hate: +8.00 (-) Mindpower: +9 (+5 eff.) (-) Mental crit. chance: +6% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Layyba the gold amulet (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-7) Mag / +5 Wil Changes resistances: +0%(-15%) acid Changes damage: +0%(-9%) acid Damage affinity(heal): +15% nature Spell save: +0 (+0 eff.) (-18 (-7 eff.)) Life regen: +2.00 Mana when firing critical spell: +0.00 (-2.00) Vim when firing critical spell: +0.00 (-2.00) Spell crit. chance: +0% (-3%) Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. Sleetterror the gold ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. Chillvenom the voratun ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +0 (-10) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Damage when hit (Melee): 10 cold Changes stats: +0(-5) Dex / +16 Wil / +8 Cun Changes resistances: +0%(-6%) fire / +6%(-6%) cold Changes resistances penetration: +15% nature Changes damage: +6% nature / +9% cold Mental save: +20 (+9 eff.) Disease immunity: +0% (-10%) Stun/Freeze immunity: +39% Life regen: +4.00 Mindpower: +11 (+3 eff.) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Sleetterror the gold ring (On fingers, 1 of 2)]Ebonyire the steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +0 (-10) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-5) Dex / +5 Wil / +5 Cun Changes resistances: +0%(-12%) cold / +0%(-6%) fire Changes damage: +3% darkness / +3% light / +3% mind Critical mult.: +5.00% Disease immunity: +0% (-10%) Psi when hit: +0.20 Mindpower: +6 (+2 eff.) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Sleetterror the gold ring (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +0 (-10) Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-5) Dex / +4 Wil / +6 Con Changes resistances: +25%(+13%) cold / +10% nature / +0%(-6%) fire Changes damage: +15% cold Disease immunity: +0% (-10%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.77 cold and 17.73 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. voratun mace 'Chargequell' (56-78 power, 6 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. enhanced stralite greatsword of rage (46-74 power, 3 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4(-9.0 - -3.3) Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-3) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (radius 2) on crit: +0(-38) fire When wielded/worn: Accuracy: +17 (+6 eff.) Changes stats: +18 Str / +10 Dex / +12 Mag / +10(-4) Wil / +7 Cun / +10(+4) Con Changes resistances penetration: +0%(-15%) lightning / +0%(-14%) fire Changes damage: +0%(-18%) temporal / +13% physical Maximum life: +0.00 (-91.00) Global speed: +0% (-9%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. voratun mace 'Chargequell' (56-78 power, 6 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. caller's living mindstar of venom (18-20 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8(-37.5 - -57.9) Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+34) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Damage (radius 2) on crit: +0(-38) fire When wielded/worn: Damage (Melee): 12 acid Changes stats: +0(-6) Con / +0(-14) Wil Changes resistances: +4% acid Changes resistances penetration: +16% acid / +7% physical / +3%(-11%) fire / +0%(-15%) lightning / +6% cold Changes damage: +26% acid / +12% physical / +6% fire / +0%(-18%) temporal / +10% cold Talent granted: +1 Attune Mindstar Life regen: +3.00 Maximum life: +0.00 (-91.00) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +0% (-9%) Heals friendly targets nearby when you use a nature summon: +34 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. voratun mace 'Chargequell' (56-78 power, 6 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of balance (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4(-41.5 - -62.3) Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+26) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (radius 2) on crit: +0(-38) fire When wielded/worn: Changes stats: +0(-6) Con / +0(-14) Wil Changes resistances: +5% nature Changes resistances penetration: +0%(-15%) lightning / +0%(-14%) fire / +4% nature Changes damage: +5% nature / +0%(-18%) temporal Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +5 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+3 eff.) Equilibrium when hit: +0.90 Maximum life: +0.00 (-91.00) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +0% (-9%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. voratun mace 'Chargequell' (56-78 power, 6 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. resonating pulsing mindstar of gales (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4(-41.5 - -62.3) Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+26) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Damage (radius 2) on crit: +0(-38) fire When wielded/worn: Defense: +26 (+6 eff.) Changes stats: +0(-6) Con / +0(-14) Wil Changes resistances: +5% mind Changes resistances penetration: +0%(-15%) lightning / +0%(-14%) fire / +4% mind Changes damage: +8% lightning / +6% physical / +12% cold / +5% mind / +0%(-18%) temporal Talent granted: +1 Attune Mindstar Pinning immunity: +20% Psi when hit: +1.50 Maximum life: +0.00 (-91.00) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +0% (-9%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Damage Resonance (when hit): +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Layaleth the rough leather belt (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-11 (-3 eff.)) Changes stats: +0(-4) Dex / +0(-9) Mag / +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Reduces incoming crit damage: 0.00% (-15.00%) Stealth bonus: +0 (-7) Infravision radius: +0 (-2) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
[vs. spellstreaming voratun gauntlets of spellstriking (0 def, 3 armour) (On hands)]dwarven-steel gauntlets 'Mayirianne' (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 (-1) Fatigue: +3% (-2%) Damage (Melee): 0(-10) arcane Changes stats: +4 Str / +1(-4) Mag / +0(-6) Wil Changes resistances: +9% blight / +6% temporal / +0%(-6%) arcane Changes damage: +0%(-7%) arcane Mana each turn: +0.00 (-0.32) Spellpower: +0 (+0 eff.) (-21 (-7 eff.)) Spell crit. chance: +1% (-3%) Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. spellstreaming voratun gauntlets of spellstriking (0 def, 3 armour) (On hands)]This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of regeneration (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 (+5) Fatigue: +5% (-) Damage (Melee): 0(-10) arcane Changes stats: +0(-5) Mag / +0(-6) Wil Changes resistances: +0%(-6%) arcane Changes damage: +0%(-7%) arcane Mental save: +9 (+5 eff.) Life regen: +4.00 Stamina each turn: +0.40 Mana each turn: +0.00 (-0.32) Psi each turn: +0.32 Maximum life: +71.00 Spellpower: +0 (+0 eff.) (-21 (-7 eff.)) Spell crit. chance: +0% (-4%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Polobeth (10 def, 4 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-25 (-7 eff.)) Armour: +6 (+2) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +8% (+4%) Changes stats: +5(+3) Str / +0(-3) Dex / +4(+1) Wil / +0(-4) Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Disarm immunity: +0% (-10%) Maximum stamina: +0.00 (-30.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
[vs. Polobeth (10 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap 'Woejustice' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-25 (-7 eff.)) Armour: +3 (-1) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +3% (-1%) Damage when hit (Melee): 6 light Changes stats: +0(-2) Str / +0(-3) Dex / +0(-3) Wil / +0(-4) Cun Changes resistances: +11% acid / +9% darkness / +10% fire / +16% cold / +5% arcane / +34% lightning Changes damage: +6% light / +15% darkness Disarm immunity: +0% (-10%) Maximum stamina: +0.00 (-30.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A cap made of leather. |
[vs. Polobeth (10 def, 4 armour) (On head)]miner's hardened leather cap of strength (+4) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-25 (-7 eff.)) Armour: +6 (+2) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +3% (-1%) Changes stats: +4(+2) Str / +0(-3) Dex / +0(-3) Wil / +0(-4) Cun Disarm immunity: +0% (-10%) Maximum stamina: +0.00 (-30.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +3 A cap made of leather. |
[vs. Polobeth (10 def, 4 armour) (On head)]rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-25 (-7 eff.)) Armour: +1 (-3) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +1% (-3%) Changes stats: +0(-2) Str / +0(-3) Dex / +0(-3) Wil / +0(-4) Cun / +3 Con Disarm immunity: +0% (-10%) Maximum stamina: +0.00 (-30.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A cap made of leather. |
[vs. Nadar (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +10 Str / +0(-6) Mag / +0(-6) Wil / +4 Con Changes resistances: +0%(-6%) nature / +10% physical / +14%(+5%) darkness / +0%(-11%) all Changes resistances penetration: +0%(-10%) darkness / +0%(-7%) physical Changes damage: +0%(-13%) darkness / +0%(-14%) physical Mental save: +0 (+0 eff.) (-22 (-11 eff.)) Knockback immunity: +0% (-20%) Mana each turn: +0.00 (-0.17) Psi each turn: +0.00 (-0.16) Maximum life: +57.00 Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-9 (-5 eff.)) Mental crit. chance: +0% (-6%) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
[vs. Nadar (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. duelist's reinforced leather armour of stability (17 def, 13 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +5 Dex / +0(-6) Mag / +0(-6) Wil / +5 Cun Changes resistances: +0%(-9%) darkness / +9% physical / +0%(-6%) nature / +0%(-11%) all Changes resistances penetration: +0%(-10%) darkness / +0%(-7%) physical Changes damage: +0%(-13%) darkness / +0%(-14%) physical Physical save: +16 (+8 eff.) Mental save: +0 (+0 eff.) (-22 (-11 eff.)) Knockback immunity: +0% (-20%) Mana each turn: +0.00 (-0.17) Psi each turn: +0.00 (-0.16) Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-9 (-5 eff.)) Mental crit. chance: +0% (-6%) A suit of armour made of leather. |
[vs. Nadar (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. multi-hued reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +0(-6) Mag / +0(-6) Wil Changes resistances: +9% acid / +13% physical / +0%(-9%) darkness / +11% fire / +15% lightning / +11% cold / +0%(-6%) nature / +0%(-11%) all Changes resistances penetration: +0%(-10%) darkness / +0%(-7%) physical Changes damage: +0%(-13%) darkness / +0%(-14%) physical Critical mult.: +15.00% Mental save: +0 (+0 eff.) (-22 (-11 eff.)) Knockback immunity: +0% (-20%) Mana each turn: +0.00 (-0.17) Psi each turn: +0.00 (-0.16) Maximum hate: +0.00 (-8.00) Mindpower: +6 (+3 eff.) (-3 (-2 eff.)) Mental crit. chance: +0% (-6%) A suit of armour made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. quiver of yew arrows 'Voryrin' (15/16, 42-59 power, 10 apr) (Second weapon set: Quiver)]367 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Base power: 0.0 - 0.0(-42.5 - -59.5) Uses stat: 50% Mag Damage type: Physical Armour Penetration: +0 (-10) Crit. chance: +0.0% (-14.0%) Capacity: 0 (-16) On weapon hit: * 0% chance to gain 10% of a turn (3/turn limit) On weapon crit: - Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +0(-8) temporal Damage (radius 1) on hit: +0(-20) arcane / +0(-8) temporal Damage (radius 2) on crit: +0(-20) arcane When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Telekinetic Core (Tool)]dwarven-steel pickaxe 'Erelileg' (dig speed 16 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: -5% Changes stats: +5 Str / +4 Mag / +0(-5) Wil Changes resistances: +0%(-5%) physical / +7% darkness / +5% fire / +12% nature / +5% arcane Changes damage: +7% nature / +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-7 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Infravision radius: +2 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Warden the Shalore Temporal Warden level 12
19th Dusk 122nd year of Ascendancy at 14:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Warden the Shalore Temporal Warden level 21
14th Haze 122nd year of Ascendancy at 16:53 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Warden the Shalore Temporal Warden level 26
65th Haze 122nd year of Ascendancy at 11:22 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Warden the Shalore Temporal Warden level 22
15th Haze 122nd year of Ascendancy at 14:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Warden the Shalore Temporal Warden level 10
2nd Dusk 122nd year of Ascendancy at 17:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Warden the Shalore Temporal Warden level 20
10th Haze 122nd year of Ascendancy at 23:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Warden the Shalore Temporal Warden level 25
62nd Haze 122nd year of Ascendancy at 05:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Warden the Shalore Temporal Warden level 12
7th Dusk 122nd year of Ascendancy at 07:57 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Warden the Shalore Temporal Warden level 27
11st Regrowth 123rd year of Ascendancy at 23:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Warden the Shalore Temporal Warden level 15
39th Dusk 122nd year of Ascendancy at 22:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Warden the Shalore Temporal Warden level 21
15th Haze 122nd year of Ascendancy at 10:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Warden the Shalore Temporal Warden level 16
47th Dusk 122nd year of Ascendancy at 04:39 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Warden the Shalore Temporal Warden level 5
79th Pyre 122nd year of Ascendancy at 16:15 see stats
Log
Betydheldatha the large brown snake's mind surges with critical power!
Rotting Disease from Warden hits Neruvena the warg for (19 blocked), 0 blight (0 total damage).
Neruvena the warg uses Shield Pummel.
Your Contingency triggered Time Shield!
Greater Weapon Focus from Neruvena the warg performs a melee critical strike against Warden!
Warden is stunned!
Fire drake's devouring flames area effect drains life from Shadow!
Fire drake's devouring flames area effect drains life from Warden's temporal clone!
Fire drake's devouring flames area effect drains life from Neruvena the warg!
Fire drake's devouring flames area effect drains life from Shadow!
Fire drake's devouring flames area effect drains life from 3-headed hydra!
Fire drake's devouring flames area effect drains life from Islekira the slimy ooze!
Warden shares damage with his guardian!
Fire drake receives 7 healing from 3-headed hydra.
Fire drake receives 7 healing from Shadow.
Fire drake receives 4 healing from Islekira the slimy ooze.
Neruvena the warg hits Warden for 125 physical, 196 physical (321 total damage).
Fire drake receives 5 healing from Neruvena the warg.
Greater Weapon Focus from Neruvena the warg hits Warden for (45 shared), 179 physical (179 total damage).
Fire drake's devouring flames area effect hits 3-headed hydra for 38 fire damage.
Fire drake's devouring flames area effect hits Shadow for 38 fire damage.
Fire drake's devouring flames area effect hits Islekira the slimy ooze for (14 to psi shield), 21 fire (21 total damage).
Fire drake's devouring flames area effect hits Neruvena the warg for 30 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 0 fire damage.
Fire drake's devouring flames area effect hits Shadow for 38 fire damage.
Fire drake's devouring flames area effect hits Warden's temporal clone for 26 fire damage.
Fire drake receives 7 healing from Shadow.
Fire drake receives 5 healing from Warden's temporal clone.
Warden the level 27 shalore temporal warden was bludgeoned to death by Neruvena the warg on level 1 of Noxious Caldera.
Neruvena the warg prepares for the next kill!






























































































